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NVIDIA revolutionized computer displays in 2013 with the introduction of variable refresh rates, enabling gamers to enjoy highly responsive, tear-free, stutter-free experiences on G-SYNC monitors. Today, we’re making G-SYNC even better with the launch of new advanced features, by bringing G-SYNC to notebooks, and by announcing a new wave of desktop monitors that include 4K IPS screens, a 2560x1080 VA monitor, and a curved 34” 3440x1440 ultra-wide beauty.
Now, you can enjoy a tear-free, stutter-free experience whatever your screen mode, enabling you to look at web pages and streams in a browser window while playing Hearthstone, World of Warcraft, or any other game in a window on your desktop. To enable windowed G-SYNC simply go to “Set up G-SYNC” in the NVIDIA control panel, select “Enable G-SYNC for windowed and full screen mode”, and click the “Apply” button.
For enthusiasts, we’ve included a new advanced control option that enables G-SYNC to be disabled when the frame rate of a game exceeds the maximum refresh rate of the G-SYNC monitor.
To use this new mode, set “Vertical sync” to “Off” on a global or per-game basis in the “Manage 3D settings” section of the NVIDIA Control Panel.
Some G-SYNC monitors also include a NVIDIA Ultra Low Motion Blur (ULMB) display mode, which strobes the backlight of the monitor to eliminate motion blur and further reduce input latency.
In the new Game Ready driver, you can now select on a per-game basis whether to use G-SYNC or ULMB, if your monitor supports it. To enable the new ULMB option on ULMB-equipped monitors, enter “Manage 3D settings” in the NVIDIA Control Panel, select a game profile on the “Program Settings” tab, and opt for “ULMB” under the “Monitor Technology” option. At this week’s COMPUTEX computer expo in Taipei, NVIDIA’s partners unveiled high-performance NVIDIA GeForce GTX 900M G-SYNC notebooks, bringing the G-SYNC experience you know and love, and variable refresh technology, to a mobile form factor for the very first time.
Available in the near future, many of the new gaming notebooks feature the world’s first 75Hz mobile gaming displays. Similarly, each G-SYNC notebook is always synchronized with no minimum frame rate, the same stutter-free and flicker-free experience, and the same level of support provided by our frequent driver updates.
COMPUTEX also saw the unveiling of seven new G-SYNC monitors, encompassing a variety of resolutions, display sizes, refresh rates, and panel types. G-SYNC has been lauded by press, showered with praise by gamers, and is a must-have upgrade for everyone who tries it out at trade shows, gaming events, and other gatherings. The received signal from the tuner is centered about the average signal level due to the transmitter's poor low frequency response.
The transmitted waveform seeks the average signal level more slowly now and over the whole field rather than just a few lines. Even with C8 increased to .1 ufd, the sync level remains fairly consistant and monitors show no vertical hold problems.
Playing video games on a PC versus a living room game console has numerous advantages, from better textures to higher resolutions to tighter mouse-and-keyboard controls. Previously, to minimize tearing, gamers had to go into the game settings, or the Nvidia control panel app, and turn on V-Sync (or vertical synchronization), a technology that dates back to the CRT monitor days.
This is all because of the direct communication between the display's built in logic board and the Nvidia graphics card, which are connected via DisplayPort (for now, G-Sync works only through DisplayPort, not HDMI).
In an interesting paradox, while turning G-Sync off resulted in a higher frame rate, the run of the game played with G-Sync on and the lower fps rate actually looked visually better. Currently, several display makers are offering G-Sync monitors, but most are a couple of hundred dollars more than comparable non-G-Sync versions. Arduino Stack Exchange is a question and answer site for developers of open-source hardware and software that is compatible with Arduino.

I have seen it said over and over (in different places) that in order to achieve 640x480 resolution out to a DB15 VGA connection, the arduino would need to be clocked at 25Mhz or that at half resolution it would need to be clocked at 12.5Mhz. In our case we are going for the minimum we can (640 x 480) and seeing where those figures lead us. Timer 1 is configured to "clear B on compare" which effectively means that it toggles the output pin (D10 on the Uno) so it is high for the duty cycle width (64 µs) and low the rest of the time. To calculate the horizontal sync frequency we need to divide the overall frame rate (60 Hz) by the number of total lines (525 if you count the sync pulse itself, and the front and back porches). The timer is also set up to generate an interrupt, which has the sole purpose of waking the processor up from sleep, so it can draw each line with exactly the same delay after the pulse. Even at 25 MHz processor speed (which exceeds its spec) you won't be able to clock out pixels fast enough for 640 pixel width (since the fastest SPI speed is half the processor clock speed).
A screen shot of my sketch in action (160 characters wide - 640 pixels and 30 characters high - 480 pixels, which is 16 pixels each as they were "doubled" in height to make them look in proportion). So does that mean that there really isn't a direct relation between clock speed and resolution?
To work even at that speed the processor speed needs to be a multiple of the VGA clock, or close enough for the monitor to accept.
So yes, to work on more monitors you should have a direct relation between clock speed and resolution. I seem to have a 25.175 MHz crystal in my parts drawer, so perhaps I experimented with this a while back. So does that mean that there really isn't a direct relation between clock speed and resolution? Not the answer you're looking for?Browse other questions tagged oscillator-clock or ask your own question. When transported suddenly to ancient Persia - how to quickly show that I am from the future?
Not the answer you're looking for?Browse other questions tagged google-chrome or ask your own question. If Harry spoke two or more languages, what would it sound like to him if he talked to a snake? Reviews are phenomenal, and gamers everywhere agree that it’s painful to play on anything other than a G-SYNC display once you’re used to the flawless experience it provides. In addition to the latest performance optimizations and support for the new GeForce GTX 980 Ti, the new Game Ready drivers introduce Windowed Mode for G-SYNC, enabling you to enjoy super smooth gaming whilst playing in a window or borderless window.
For instance, if your frame rate can reach 250 on a 144Hz monitor, the new option will disable G-SYNC once you exceed 144 frames per second.
When your frame rate exceeds your monitor’s rated G-SYNC refresh rate, for example 144Hz, G-SYNC will be disabled.
The quality of ULMB is tied to a player’s frame rate, however, meaning a high, consistent frame rate of 120 to 144 frames per second is required to avoid distracting and unsightly flickering. This allows for seamless switching between display modes, enabling players of Counter-Strike to use ULMB, before switching to G-SYNC for The Witcher 3, without any additional user input or use of the monitor's OSD.
And just like on G-SYNC desktop monitors, each G-SYNC display has been hand-selected by NVIDIA after passing stringent flicker, color and responsiveness tests.

It truly is the ultimate, no compromise gaming display, and now there are more ways to enjoy G-SYNC with the launch of G-SYNC for notebooks, and the launch of G-SYNC for windowed games.Gallery imagesCommentsView the discussion thread.
But even on a $3,000-or-more desktop gaming PC with the latest processors and graphics cards, games can still display annoying visual artifacts, such as screen tearing and stutter. It could stop the graphics card output from outpacing the refresh rate of the display, but at the potential cost of a serious performance hit and input lag.
In a sense, G-Sync gave us the illusion of a better frame rate, thanks to its especially smooth motion.
The Asus we used sells for $799 (as does an Acer model), and versions from Ben-Q and Phillips run about $599, all for 27- or 28-inch screens.
This figure was probably originally chosen because it is the mains frequency in the USA, so that would minimize the artifact of mains hum bars appearing on the screen, in the days of CRT monitors. If it wasn't asleep, there would be a variation of two to three clock cycles (since an interrupt cannot occur during a single instruction) and this gives very bad-looking "jitter" on the screen.
That can run at a maximum clock rate of twice the system clock, that is, one pixel every 125 ns. However that just gives more accurate timing, you would still get similar resolution to what I show here. Of course, you have to recalculate the other timings if you use that, and the processor is running out of spec. Most people get either a white rectangle or a black tab, but the triangle might be a new manifestation. Problem fixed itself with an update, so its something thats upstream, and eventually got fixed. Doing so will disable G-SYNCs goodness and reintroduce tearing, which G-SYNC eliminates, but it will improve input latency ever so slightly in games that require lighting fast reactions. That would be the figure above, divided by 800 (being the total screen width including the sync pulse, and front and back porches).
You have to read it from memory, so it would take a least a couple of clock cycles to do that.
Not much processing time left for anything else, and certainly no chance of any other interrupts being used - I even had to have the VGA code generate its own vsync-linked millis() since the system millis() could no longer run. If they decided to use some fancy, experimental feature, then it is incumbent on the dozen Chrome devs to fix their software, not millions of users to update their drivers (assuming that they even can).
The Nvidia G-Sync-compatible graphics card (any GeForce GTX desktop card from the 600 series through the current 900-level series) sends a signal to a G-Sync controller chip physically built into the monitor (yes, G-Sync requires a new, specially compatible monitor).
With G-Sync on, and the other settings unchanged, the game ran at an average of 58.0 frames per second. After the GPU renders the the frame and sends it to the display, the monitor delivers the frame to the screen as soon as it hits its next refresh cycle, and instead of waiting on the vertical blanking period of the monitor, the GPU is now free to send the next frame as soon as it's available.Our dual-monitor test setup, with the G-Sync display on the right.

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Author: admin | 09.02.2015

Category: Vert Jump

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